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explanation of light source by a luminanceexplanation of any light source by a luminance the factors identified as light source explained by a
parallel source and distributed light sourcea parallel source this is to be noted that while point source is at an infinite distance then light rays
categorization of light resources - point sourcethis is the easiest model for a light emitter currently rays from source obey radically diverging
types of light resources - illumination modellet us discuss about the types of light resources the light sources can not merely be natural like light
important points about the illumination modelan illumination model is also termed as lighting model and sometimes considered to as shading model that
radiosity - polygon rendering amp ray tracing methodsradiosity simulates the diffuse propagation of light begin at the light sources because global
ray tracing - polygon rendering amp ray tracing methodsray tracing obeys all rays from the eye of the viewer back to the light sources the method ray
global illumination model -polygon renderingthis illumination model adds to the local model the light which is reflected from the other surfaces to
local illumination model - polygon renderingin this only light that is directly reflected by a light source through a surface to our eyes is observed
illumination model - polygon rendering and ray tracing methodstheoretically illumination is exposure of a thing to the light that contributes to
polygon rendering and ray tracing methodsin previous section we had discussed various methods for visible-surface detection although in order to
buffer areas required for z-buffer algorithmfor applying z-buffer algorithm we need two buffer areas or two 2-dimentional arrays1 depth-buffer ij to
introduction of visible surface detectionfor displaying a realistic presentation of the given 3dimentional object hidden surfaces and hidden lines
area subdivision method - visible surface detectionwhat are the circumstances to be fulfilled in area-subdivision method thus a surface not to be
assume here are three polygon surfaces pq r along with vertices specified by as p p1111 p2452 p3525and as q q12205 q233175 q36105 r r105255 r2253
subdivision algorithm - visible surface detection1 initialize the area to be the whole screen2 create a pvpl regarding an area sorted on zmin as the
removing polygons hidden through a surrounding polygonthe key to capable visibility calculation lies actually a polygon is not visible whether it is
cases for subdivisions of polygonno additional subdivisions of a particular area are desired if one of the subsequent conditions is true ascase 1 all
object space - approaches for visible surface determinationthe second approach as object-space that compares all objects directly along with each
image space approach -approaches for visible surface determinationthe initial approach as image-space determines that of n objects in the scene is
basic approaches for visible surface determinationthere are two basic approaches for visible-surface determination as per if they deal along with
algorithms for identification of observable objectsthere are various algorithms for identification of observable objects for various types of
visible surface detection - modeling and rendering provided a set of 3-dimentional objects and a viewing position for the generation of realistic
introduction of curves and surfacesthis section has covered the methods of generating polygons closed and curves surfaces under those methods we have
important points about the surface of revolutiona if a point on base curve is given by parametric form that are xu yu zu so surface of revolution